Well, you need to know what other ID's are being used for biomes so you don't duplicate them. And just so you know, a duplication of a biome ID won't crash you like a block ID would...it will just means that you will be missing a biome. For example, if your Autumn Woods ID was 23 and the Green Swamp was 23, which ever mod loads first is which biome would appear. For the number range I believe it has to be between 1 and 255.
You also might not want to use Mohawky Magoo's config...not that there is anything wrong with it...but it is missing quite a few of the biomes from EBXL. You might want to check them out before deciding which ones you want to have or not.
When you install EBXL start the game but don't create a world. If you then exit the game you will see that there is an EBXL config file in your config folder. The biome's and their ID's are listed there and you can compare them to the config file for BoP to see if there are any ID's used by both mods. Just change the ones that are duplicates then save the file and start the game again. It should be fine after that.
Does it matter what numbers I use for the biome ids? Can I just put random numbers in?
I can't see that happening for several reasons. One, is that a lot of the biomes are very similar to ones we already have. Two, we already have plans to merge Forgotten Nature and Underground Biomes into EBXL. Third, we will not be doing any additions to EBXL beyond bug fixes and keeping it current with MC versions as we will be working on v4. Fourth, EBXL v4 will be a huge update and addition. We will be rewriting all the code, using a new terrain generator, adding biomes (including some fantasy areas), and updating/adding new trees, plants and many other things.
With all this to work on and with all the new things v4 will add, there would really be no reason to add BoP and it would just make what we are doing take more time to have to rewrite code for another mod.
Okay, I understand the situation. I'll just use both EBXL and BoP together. But how would I resolve the biome id problems? Is there something I can download like a config file or something?
We've (meaning members of the current ExtrabiomesXL team, not including TDWP_FTW) discussed the situation and came to the consensus that due to the actively changing code base coming with EBXL4, merging the two mods would not be a good idea at this current moment in time. The two mods, due to their Forge nature, are very well compatible with each other, anyways, so an independent update by another individual would be satisfactory for the time being.
Would you ever consider merging the two mods in the future?
Well, MisterFiber said they can't merge Biomes O' Plenty with ExtraBiomes XL. I'm just going to release the source to the public and whoever wants to take the mod over can PM me. I really can't focus on the mod anymore, nor do I want to. Sorry.
Could you at least update it to 1.5.1 before you leave?
I recommend waiting until the 1.5.1 update before adding tp support, as it'll be less work on your side.
For the 1.5.1 update, we're going to be organizing the textures in a manner similar to most, if not all, Forge mods, in that the textures go in resources/mods/ExtrabiomesXL/textures and a few appropriate sub-folders from there. To see it in action, check out the 1_5_update branch on GitHub: https://github.com/E...tree/1_5_update
Well TDWP_FTW quit making BOP. Are you guys going to merge his mod with yours for the 1.5.1 update?
Whatever you do, please don't give the mod to the makers of EBXL! If they merge the mods, I'll never be able to use BOP again, since my comp's OS is too old for Java 7, and if I updated the OS so I could run Java 7, the OS would use up 100% of the RAM! (My comp uses DDR2 RAM sticks, which only go up to 1GB per stick, and it only has room for 2, making my max RAM 2GB. And I can't afford a new comp. If I could, I'd have already bought one.) Since EBXL requires Java 7, I'd be unable to use my BOP worlds with any future updates.
Please don't give BOP to the makers of EBXL. It'll be perfectly fine if you give it to anyone else (so long as their mods work with Java 6). Just please don't give it to them.
On a different note, thank you for everything you've done so far. This mod is incredible, and since you made it, you're my hero. Thanks for such a wonderful mod, and for all of your work.
Get a new computer. I think giving BOP to the makers of EBXL is an amazing idea. I think they would improve the mod greatly. I just hope that they don't remove any biomes.
I'm not sure when I'm going to update to 1.5.1. I've been enjoying this break from it...
I've slowly been losing interest in Minecraft the past few weeks, not to mention I have other things I want to/need to focus on, like the game I'm developing, other real life stuff, and other games I want to play.
I might see about getting someone else to take over the mod. I wasn't planning on staying around much longer, and I think it'd give whoever takes over some good experience with the code while updating to 1.5.1. Another thing I was contemplating was seeing if MisterFiber and Exterminator Jeff would like to merge Biomes O' Plenty with ExtraBiomes XL. My biomes/blocks with their code and API would make for a perfect mod, and it's something a lot of people have probably wanted to see.
So, your mod will be merged with ExtraBiomesXL? Resulting in 98 new biomes? Awesome! I always loved ExtraBiomesXL, I just thought there were too few biomes. If or when your mod is merged with ExtraBiomesXL, no biomes from your mod will be removed, correct?
umm.....is there anyway u could make it combatible with forge? cuz i cant do it in my modded world, cuz its not combatible with forge, which all my mods require forge ):
can u make it combatible?
God damn it! "Compatible" not "Combatible!!! Oh and I am pretty sure Single Player Commands works with forge. Just don't use the installer for it. Put the spc files into minecraft.jar with forge installed.
0
0
0
1
0
1
1
1
0
0
0
0
0
0
0